General discussion on SUbD for SketchUp
by nlipovac » Tue Jun 20, 2017 11:39 am
Rich O Brien wrote:nlipovac wrote:tuna1957 wrote:I have over 20 models that I start and never finished and on all occasions, i lost my temper and aborted them (with a lot of screaming and swearing). 
Unfinished models are good practice! You try things you normally wouldn't attempt in these unfinished projects. Eventually, all the unfinished practice yields benefits like the chair you shared. Really goo model 
Thanks, Rich. I know, I even started learning Blender to get some solid knowledge on Subdivision. I do have some more furniture models I would like to model myself so we will see how that will go. 
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by Collage Architecture » Wed Jun 21, 2017 2:15 pm
nlipovac wrote:Rich O Brien wrote:nlipovac wrote:tuna1957 wrote:I have over 20 models that I start and never finished and on all occasions, i lost my temper and aborted them (with a lot of screaming and swearing). 
Unfinished models are good practice! You try things you normally wouldn't attempt in these unfinished projects. Eventually, all the unfinished practice yields benefits like the chair you shared. Really goo model 
Thanks, Rich. I know, I even started learning Blender to get some solid knowledge on Subdivision. I do have some more furniture models I would like to model myself so we will see how that will go. 
Your model and render looks quite nice! Thanks for sharing!
I love Sketchup
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by Box » Wed Jul 19, 2017 2:11 pm
This was a 10 min model to help someone in another forum. Thought I would throw it in here if anyone wants to use it as something to start from and see what you can make of it. 
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by Rich O Brien » Wed Jul 19, 2017 2:44 pm
Is it a self-portrait?
There's a frontroom and a backroom....reverse faces
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by Box » Wed Jul 19, 2017 2:52 pm
Rich O Brien wrote:Is it a self-portrait?
Almost Rich, but only from the neck up.
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by Rich O Brien » Wed Jul 19, 2017 3:05 pm
here's a raygun model i was doodling with last week. Image 4.png now to finish texturing it... Substance Painter_2017-07-14_21-32-24.png
There's a frontroom and a backroom....reverse faces
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Rich O Brien
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by Box » Wed Jul 19, 2017 3:11 pm
Do you call it Ronald?
Very nice by the way.
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by Rich O Brien » Wed Jul 19, 2017 3:22 pm
Box wrote:Do you call it Ronald?
No, I call it Ben. When you pull the trigger it over reacts. 
There's a frontroom and a backroom....reverse faces
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by Box » Wed Jul 19, 2017 3:39 pm
Good old Ben Gun, Treasure Island I think?
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by Charlie__V » Wed Jul 19, 2017 9:23 pm
Box wrote:This was a 10 min model to help someone in another forum. Thought I would throw it in here if anyone wants to use it as something to start from and see what you can make of it.
Thanks Box, You inspired me to at least try: SubD...Vertex tools & Quad face tools. I think I made a sufficient mess of your cartoon man.(see Non-SubD .skp) I learned enough today, to know I need to research some more, before learning/forming any really bad habits. Best regards, Charlie PS/FYI...SubD file too large to upload
Precision M1710/Win 7 Pro 64 bit/i-7 6920 Quad core 2.9 Ghz -3.8/16Gb ram/NVIDIA M5000M 8Gb
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by andybot » Wed Jul 19, 2017 10:21 pm
Rich O Brien wrote:here's a raygun model i was doodling with last week. now to finish texturing it... Substance Painter_2017-07-14_21-32-24.png
That's rendered in Sketchup, Thea? Texturing looks sweet, I gotta try out substance painter.
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by Stinkie » Thu Jul 20, 2017 7:22 am
Me too.
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by Rich O Brien » Thu Jul 20, 2017 9:02 am
andybot wrote:That's rendered in Sketchup, Thea? Texturing looks sweet, I gotta try out substance painter.
That direct in the Substance Painter viewport. If you're half thinking of adding SP to your workflow don't waste time procrastinating it. Dive in. Best decision I ever made. The reason WrapR got kickstarted. SketchUp needed a better way to get UVs.
There's a frontroom and a backroom....reverse faces
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by Carto » Thu Jul 20, 2017 5:02 pm
Rich O Brien wrote:andybot wrote:That's rendered in Sketchup, Thea? Texturing looks sweet, I gotta try out substance painter.
That direct in the Substance Painter viewport. If you're half thinking of adding SP to your workflow don't waste time procrastinating it. Dive in. Best decision I ever made. The reason WrapR got kickstarted. SketchUp needed a better way to get UVs.
Hello Rich, Just a quick FYI...Substance Painter and associated software is on sale. That being said would you recommend just Painter or the entire Substance Pack? Regards
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by JQL » Thu Jul 20, 2017 5:34 pm
Painter is used to directly paint materials (colors, height, roughness, normal, etc...) into a correctly UV unwrap mesh. You can also use ready made materials, with special effects that are affected by the shape of your mesh. You can also import textures and paint your mesh and there are other more advanced options. It's incredibly powerful at that but it really requires a UV unwrapped mesh without it it won't work.
Designer is a material creation sofware that is also capable of texture your model. You can create materials procedurally or based on images, you can combine materials and texture your model. You can also apply effects that react to your model's geometry but you cannot handpaint your model.
The materials used in painter are created with designer, but designer allows you to create materials for any software that uses bitmap textures for materials.
Bitmap to Material is a very very "simplified version of Designer" where you can create materials from base textures for any render engine or software.
Without knowing what you do, Rich cannot recommend any of the above. I would recommend designer for people that use sketchup and render software for stuff like architecture where you need to create materials even if you will eventually texture some of it using UV unwrap meshes.
I would recommend painter for people that use sketchup for isolated objects as it's more likely that they are able to UV unwrap them. If you know that your texture process will eventually lead you to a UV unwrapped mesh, painter is definetelly worth it as you can see in the raygun above.
I would recommend Bitmap to Material for people that will only search for images and convert them to materials.
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by Carto » Thu Jul 20, 2017 7:47 pm
JQL wrote:Painter is used to directly paint materials (colors, height, roughness, normal, etc...) into a correctly UV unwrap mesh. You can also use ready made materials, with special effects that are affected by the shape of your mesh. You can also import textures and paint your mesh and there are other more advanced options. It's incredibly powerful at that but it really requires a UV unwrapped mesh without it it won't work.
Designer is a material creation sofware that is also capable of texture your model. You can create materials procedurally or based on images, you can combine materials and texture your model. You can also apply effects that react to your model's geometry but you cannot handpaint your model.
The materials used in painter are created with designer, but designer allows you to create materials for any software that uses bitmap textures for materials.
Bitmap to Material is a very very "simplified version of Designer" where you can create materials from base textures for any render engine or software.
Without knowing what you do, Rich cannot recommend any of the above. I would recommend designer for people that use sketchup and render software for stuff like architecture where you need to create materials even if you will eventually texture some of it using UV unwrap meshes.
I would recommend painter for people that use sketchup for isolated objects as it's more likely that they are able to UV unwrap them. If you know that your texture process will eventually lead you to a UV unwrapped mesh, painter is definetelly worth it as you can see in the raygun above.
I would recommend Bitmap to Material for people that will only search for images and convert them to materials.
Hello JQL, Thank you for the thorough explanation. Regards
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by Rich O Brien » Thu Jul 20, 2017 9:17 pm
Carto wrote:Just a quick FYI...Substance Painter and associated software is on sale. That being said would you recommend just Painter or the entire Substance Pack?
JQL answered for me. If Node based material creation is something you want to add to your skillset then Bundling Painter and Designer is a must. As with all software considerations trials are the best way to decide. For Designer, you need to clear your workload to really see the benefits. I recommend watching Sharpstance tutorials on YouTube. But if you can source Substance materials online then the Substance Player is all you need. Horses for courses.
There's a frontroom and a backroom....reverse faces
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by tengel07 » Fri Jul 21, 2017 9:12 am
My first post here I'm working on the B194 - Schueys first WC-Racer in Formula 1: 

Based on a rough poly-model i redraw the car with QFT, SubD and VT. Great tools.
Last edited by tengel07 on Fri Jul 21, 2017 8:59 pm, edited 1 time in total.
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by Box » Fri Jul 21, 2017 7:54 pm
That is indeed a very impressive first post. Well done.
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by thomthom » Fri Jul 21, 2017 9:52 pm
tengel07 wrote:My first post here I'm working on the B194 - Schueys first WC-Racer in Formula 1:
Nice! That's the one that was first to have that double-decker front nose wing, right?
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by pilou » Fri Jul 21, 2017 10:37 pm
At this step the front recalls old Bugati! 
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by nlipovac » Sun Jul 23, 2017 11:11 am
Impressive, Rich´s gun and B194. WOW! Can wait to see B194 textured.
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by tengel07 » Sun Jul 23, 2017 11:20 am
More progress pics: 


At least: Rear-Wing and Front-Suspension needs to be "Quaded" Then UV-Wrapping and Texturing with WrapR-Beta...
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by Box » Sun Jul 23, 2017 4:17 pm
Coming along Nicely Tengel07
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by Box » Sun Jul 23, 2017 6:11 pm
I found my Grandpa's old Oiler in the back shed and gave it a bit of a clean up, do you think it would be a suitable candidate for SUbDing?
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by pilou » Sun Jul 23, 2017 11:59 pm
So you are from Aladin's family! 
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by Box » Mon Jul 24, 2017 2:04 pm
I gave it a go, what do you think, is it close? 
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by thomthom » Mon Jul 24, 2017 4:38 pm
tengel07 wrote:At least: Rear-Wing and Front-Suspension needs to be "Quaded" Then UV-Wrapping and Texturing with WrapR-Beta...
This is look VERY good!
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by Rich O Brien » Mon Jul 24, 2017 4:45 pm
Box wrote:I gave it a go, what do you think, is it close? 
Did you share the original pic of the oiler somewhere?
There's a frontroom and a backroom....reverse faces
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by Box » Mon Jul 24, 2017 4:57 pm
Rich O Brien wrote:Did you share the original pic of the oiler somewhere?
Not as far as I remember, but apparently someone did on farsebook.
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